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i like thinking of battle strategy's,ev training that's all im not that interesting feel free to give me some advice

i like every dragon pokemon
and im kinda busy ev training
so get ready..............

ev training pogeymanz for YOU
now i just need a good source of wifi -___-

im looking for a: 0 speed IV Quiet nature
with magic guard untouched pls
also for a: thundurus to get landorus
but then again i don't have a good source of wifi
[IMG]http://i55.*******.com/28tevs6.png[/IMG]
awesome banner made by www.youtube.com/rideinter

Sheer Force gave Rampardos quite a boost this generation, though it would be substantially better if it had more Special Attack to go with it. The boost mainly helps with Rock Slide, giving it a more accurate and reliable alternative to Stone Edge thanks to the power boost Sheer Force provides. Now it needs some coverage options. Fighting types are a common response to Rampardos, so boosted Zen Headbutt is actually more viable than it usually is. Crunch gives some extra coverage. Finally, Earthquake is Earthquake.

Frankly, I wish Rampardos' physical move pool had a little more excitement too it. It has so many special moves that will likely only show up to just barely cover some Steel types if anything with Flamethrower. Though I would like to edit this post later on with more details. If someone can confirm which moves on the 4th Gen Only movepool are legal with Sheer Force (If any), that would be great for contributors.

i like thinking of battle strategy's,ev training that's all im not that interesting feel free to give me some advice

i like every dragon pokemon
and im kinda busy ev training
so get ready..............

ev training pogeymanz for YOU
now i just need a good source of wifi -___-

im looking for a: 0 speed IV Quiet nature
with magic guard untouched pls
also for a: thundurus to get landorus
but then again i don't have a good source of wifi
[IMG]http://i55.*******.com/28tevs6.png[/IMG]
awesome banner made by www.youtube.com/rideinter

Overview
Rampardos. The more attack based fossil Pokemon of 4th gen. It has a pretty large amount of health, which is good. Too bad it has some bad defenses. But it's biggest advantage, is it's attack. Special Attack? Nope. Physical Attack? Yes please! And what's better is that 5th gen brought it a new ability: Sheer Force! A stronger Head Smash. Without recoil! Now THAT'S, a scary thought.

Abilities
Mold Breaker: A good ability, nevertheless. It let's Earthquake hit Levitating Brongzongs and Hydreigons. But with Rampardos, Sheer Force is better.

Sheer Force: A much cooler ability. As said before, it makes Head Smash do 33% more damage without recoil. An amazing ability. This could get Rampardos into OU pretty well, I can imagine.

Head Smash does big STAB damage without Recoil thanks to Sheer Force. Earthquake is a great way to sweep, Hammer Arm does bigger damage without lowering Rampardos' already low speed. Finally, Iron Head can take on Hard Rock types that resist Rock Smash.

Partners

Electric Types. They take out water types. Some good ones would be Magnezone, Zebstrika, and Galvantula. Also Ice types like Beartic or Glalie could defeat Ground types. Basically, what I'm saying is; Get rid of weaknesses.

Countering Rampardos.

Easy. Have Water and Ground types. Swampert, Gamergoroge, Suicune and Groudon can easily take him out. Grass types work too. Serperior, Sceptile, and other fast Grass types are ideal. That's about it.

Part of me wishes Sheer Force worked like that, but it doesn't. It only removes the effects of moves that cause status conditions (Burn, Paralysis, Flinch, Freeze, Sleep and Poison) or moves that lower stat of the opponent (Crunch). Moves with negative effects, such as Recoil and Self Stat Reductions are not affected by Sheer Force (Superpower, Hammer Arm, and most importantly, Head Smash). It isn't safe now, he would need Rock Head for that, and that's why I love Relicanth.

Overview
Rampardos.Capable of mass destruction in the right hands.That MASSIVE attack stat caping out at 471.wow,no not just wow,WOW!.Sadly, its other stats (except HP)are ... downright unusable.A Rampardos itself can do massive damage,but it needs boosts.Speed Boosts.Or Trick Room.Basically what it needs is a good partner/s.

After a +2 speed boost from a Baton Passer,you're ready to sweep.Rock Slide and Stone Edge get STAB.Rock Slide gets the Sheer Force boost.Earthquake and Fire Punch hit Steels.Last two moves for coverage.Crunch,Iron Head and Zen Headbutt get the Sheer Force boost.Crunch hits Ghosts and Phychics.Iron Head hits Rock-Grounds if you're not running Earthquake.Zen headbutt hits Fighting types

Focus Sash lets you survive a hit on the turn Baton Pass is used.Sheer Force is currently illegal,so stick with Mold Breaker for now.

Fine.It's the same.Well the attacks and abilities are.The differences are the nature,item and EV spread.Brave= +Attack -Speed.But you already know that.Life Orb lets you do more damage at the cost of HP.Choice Band gives you another massive power boost, but you get locked into only 1 move,unless you switch.

This is Reno's newest love interest, who I must add is rather effective! Captivate hits Reno's sweet spot (his heart). Rock Polish is so that Reno can get his "Stealth Rocks" up. Focus Energy is so that Slam hits for massive damage!

zen headbutt hits machamp and other slow fighting types and is boosted with sheer force. Earthquake ruins steel and rocktypes brick breaks kills blissy. Head Smash gets stab The Choice Scarf lets be faster than some pokemon that try to outspeed you and kills a lot of pokemon.

Originally Posted by Cresselia92

I think that Dragalge could suffer from "Goldeen Syndrome" and have problems outside of the water.

Hammer Arm makes you slow if you use it a lot, but Rampardos is already so slow, it doesn't matter. But wait, what if we put it in a Trick Room Team? It gets faster on every hit with Hammer Arm. +1. Rock Slide gets STAB and leaves (almost) no survivors left. You can also use Stone Edge, but concidering the fact that Trick Room teams are mostly used in Double or Triple and it can make your opponent flinch, I prefer Rock Slide. +2. Earthquake hits everyone on the field, except Flying-type Pokémon and Pokémon with the ability Levit... What? Mold Breaker? It can break through Levitate? Oh, this is getting better! +3 .Increase the power of this moves with Life Orb, and the HP of your opponent flushes away. +4. The recoil of the Life Orb is the only bad thing. This is were Pain Split comes in: after making 3 or 4 Pokémon faint, Rampardos wants some of it's HP back. Use Pain Split on a fresh victim to share your HP, and than make it faint. +5. What else can I say, EVs boosts your Special Defense to keep you alive from Surf n stuff, the Nature boosts your Attack.

Double & Triple Battle OptionsTrick Room covers the entire field, so use it on Triple. Because Trick Room needs to be set up, you will be vulnerable for 1 turn. Give it a Focus Sash or use after one of your Pokémon faints. Not a very good option, but it is a option.

Partners
Levitating Bronzong. Allows you to set up Trick Room and can't be hurt by Earthquake. For some extra fun, ad a Skarmory. It helps you taking down Fighting Pokémon and is a great physical wall.

Countering Rampardos
Since Trick Room doesn't influance Speed priority, Vacuüm Wave will be used before you can take it down, and being super effective, it ruins you. Same for Bullet Punch, Aqua Jet, Mach Punch, enz.

Cranidos has huge power in the Little Cup, and it's Defenses are just as trashy by this tiers standards. Anyway, it makes for a great Choice sweeper here, since it's Speed actually stays the same as Rampardos and most things around you have less speed in their Pre-Evolved forms.

Rock Slide and Crunch abuse Sheer Force, and Earthquake gets sweet coverage. That just leaves 1 hole for possibilities. Thrash has high power, but leaves Cranidos locked in it for 2-3 turns and confuses after. Double Edge is consistently strong against Fighting and Ground types that would try to wall you.

Head Smash does big STAB damage without Recoil thanks to Sheer Force. Earthquake is a great way to sweep, Hammer Arm does bigger damage without lowering Rampardos' already low speed. Finally, Iron Head can take on Hard Rock types that resist Rock Smash.

Sorry to rain on your parade but sheer force DOES NOT REMOVE THE RECOIL FROM HEAD SMASH OR THE HAMMER ARM SPEED REDUCTION however it does take away life orb reciol, but only on moves that get the sheer force boost. Sheer force boosts attacks with POSITIVE EFFECTS ONLY (such as stat increase, reduction of oppents stats, may cause a satus, for exapmle burn, flinch, ect.) It does not boost or remove the effects on any attack that Has a negetive effect on the user, has a high critical hit ratio, has reciol damage, needs to recharge, hits all pokemon on the field, takes more than one to complete, that takes proirity, ect. However if the attack also has a positive effect on the user as well as the negative effect, such as flare blitz, the posiive effect will be removed but the negative effect will remain. Also sheer force seems to negate effects of items and some abilities (such as color change) that have an effect that takes place after attacking.

Choice Scarf compensates for Rampardos' lackluster speed stat. With the EV investment, you might not need the Jolly nature, but I don't feel like doing the math right now. Rock Slide has the same base power as Stone Edge thanks to Sheer Force, except with much better accuracy. Earthquake doesn't get the Sheer Force boost, but is still pretty darn powerful and gets pseudo QuakeEdge coverage with Rock Slide. Brick Break gets the Sheer Force boost, making it just as strong as Hammer Arm except with no speed drop. Crunch also gets the Sheer Force boost, so that helps a lot.

If you're really worried about the speed, go with Jolly nature, but otherwise, Adamant works just fine.

I love Rampardos. He's crazy strong. In fact, he has the highest non-legendary attack stat in the game. Just one slight problem: that's his only good stat. His Hp is average, his defenses worse than mediocre, and his speed prevents him from going faster than a Magikarp. However, he was the first to receive Mold Breaker, which is a kick-*** ability. Also, Sheer Force makes him abnormally strong. The accurate term for this pokemon is a "glass cannon." Hits hard, but dies harder (does that make sense?).

This set is basically all Rampardos is good for. He has decent speed with Jolly and Choice Scarf, and he'll only survive to hit once anyway. Head Smash is STAB, as well as his best attack, with a whopping 225 base power. Earthquake takes advantage of Mold Breaker for Levitaters. Zen Headbutt is filler. Giga Impact has a nice 150 base power, and he won't survive the next hit anyway, so it doesn't matter that he skips his next turn.

This set is basically to set up for Rampardos. Rock Polish alows him to outspeed a Magikarp (who by the way has a base Speed of 80). Swords Dance for that ridiculous Attack boost. Then hit hard with your amazing Smashquake coverage. The 200 Hp is for potentially surviving something.

Partners
Wow. This pokemon has such bad stats overall... Well, actually, a Baton Passer would be incredible. Using Rock Polish or Agility, then maybe something to raise defenses or Attack, Baton Pass and BAM. You've got a Rampardos who can utterly ravage teams.

Double and Triple options
Being weak to Earthquake and Surf is bad. Having STAB Rock Slide and Earthquake is good. Having crippling Speed is bad. Having immense Attack is good.

Countering Rampardos
At first, when your opponent sends out Rampardos, you think, "HOLY CRAP RAMPARDOS IM SCREWED." But then you realize his only threatening stat is Attack, and you can out-speed it with virtually anything. Any Ground type can beat this guy. Any Water type, Grass type, Fighting type, Psychic type, Steel type, and even some Ghosts can destroy Rampardos. But do not underestimate this guy, because he could potentially cripple your team.

How is that possible??? I have used Flare Blitz with a Sheer Force Darmanitian,but i always get that recoil. The only recoil i dont get is the Life Orb recoil. How is it that this time rampardos dont get recoil when using Head Smash???

Move Analysis:
-Trick Room Sets should look into Curse/Hammer Arm
-Even without Trick Room, Assurance has some merit if the opponent switches into a layer of Spikes/Stealth Rock
-Crunch, Iron Tail, Iron Head, Zen Headbutt, and Rock Slide gain Sheer Force Boosts on the Physical side (Special is bupkes for Rampardos)
-If you haven't crawled out from the Rock Type you live under, Rock Slide should be used over Stone Edge on Sheer Force sets (same power thanks to Sheer Force, better accuracy)
-Mold Breaker + EQ = Anti-Levitate (great for countering Eelektross, non-Fan Rotom, Weezing, Solrock, Lunatone, and Bronzong)

Ability Analysis:
-Mold Breaker sets give themselves away when you send Rampardos out, but Zoroark's Illusion can make the opponent see a "Sheer Force Rampardos." Just beware of Fighting Type Moves as both Pokemon will feel the hurt...
-Sheer Force has a limit on Movepool effectiveness (the 5 Moves I specifically mentioned above), but some of those Moves are Rampardos's bread & butter
-Most Sheer Force Rampardos counters only work against Sheer Force Rampardos. Levitate Bronzong with Flash Cannon can deal with Rampardos's EQ until Mold Breaker is involved...
-Mold Breaker Rampardos is handled by practically any Pokemon that doesn't rely on its Ability for defensive play (such as Levitate Pokemon, Milotic, or Shedinja) or is faster inside/outside of a Trick Room with a strong Move(Slowbro/king with Surf, Dugtrio with EQ, Fearow with Drill Run, , etc.)...

Stat Analysis:
-Maxed out, Base 97 HP gets 398, just 6 HP shy of the magic 404...
-Both Base defenses are on par with Cottonee...
-Base Speed is 1 better than Venipede...
-Base Sp.Atk is on par with Chingling...
-Attack is the one redeeming Stat Rampardos has outside of a Trick Room. Having a Base Attack that is second only to Attack Deoxys is a colossal plus. Considering the other stats, you, indeed, have a glass cannon.

Everybody remember that Brick Break gets the Sheer Force boost, so it's just as powerful as Hammer Arm, except more accurate (I think) and no speed drop. It hits Dark types super-effectively, which QuakeEdge does not. If that small bit of coverage isn't worth the move slot, though, then another move could probably work better.